adding docs, adj/jumpable direction funcs, starting can move
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3734d68a64
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74708f147f
@ -52,6 +52,10 @@ impl Display for SquareState {
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum Moveable {
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Allowed = 0,
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Occupied = 1,
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OutOfBounds = 2,
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UnoccupiedSrc = 1,
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OccupiedDest = 2,
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OutOfBounds = 3,
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Unplayable = 4,
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WrongTeamSrc = 5,
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IllegalTrajectory = 6,
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}
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216
src/board/mod.rs
216
src/board/mod.rs
@ -1,3 +1,4 @@
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//! Board module for components related to the checkers board and game structure
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pub mod enums;
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use enums::*;
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@ -11,9 +12,12 @@ use std::option::Option;
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extern crate wasm_bindgen;
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use wasm_bindgen::prelude::*;
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/// Standard width of a checkers board is 8 squares
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pub const STD_WIDTH: usize = 8;
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/// Standard height of a checkers board is 8 squares
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pub const STD_HEIGHT: usize = 8;
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/// Model a game piece by its team and strength (normal or kinged)
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#[wasm_bindgen]
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub struct Piece {
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@ -29,15 +33,25 @@ impl Piece {
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}
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}
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/// Model the standard diagonal movements by north west/east etc
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///
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/// Used as an absolute measure, i.e. not relative to the team making a move
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///
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/// Use options for when movements are blocked/unallowed contextually
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub struct Direction<T: Clone + Copy> {
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/// North West
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nw: Option<T>,
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/// North East
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ne: Option<T>,
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/// South East
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se: Option<T>,
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/// South West
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sw: Option<T>,
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}
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impl<T: Clone + Copy> Direction<T> {
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/// Create an empty direction full of [`Option::None`]
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pub fn empty() -> Direction<T> {
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Direction {
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nw: Option::None,
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@ -48,10 +62,13 @@ impl<T: Clone + Copy> Direction<T> {
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}
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}
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/// Model board squares by a state and a possible occupying game piece
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#[wasm_bindgen]
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub struct Square {
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/// Game piece if square is occupied
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occupant: Option<Piece>,
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/// Description of whether the square is occupied or an unplayable, i.e. off-lattice square
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state: SquareState
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}
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@ -64,6 +81,7 @@ impl Square {
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}
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}
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/// Model a rank 2 tensor index to identify a board square by row and column
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#[wasm_bindgen]
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub struct BrdIdx {
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@ -80,6 +98,12 @@ impl BrdIdx {
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}
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}
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impl Display for BrdIdx {
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fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
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write!(f, "({}, {})", self.row, self.col)
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}
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}
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///////////////
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// BOARD
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///////////////
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@ -88,6 +112,7 @@ impl BrdIdx {
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#[wasm_bindgen]
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#[derive(Clone)]
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pub struct Board {
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/// 1D backing array of board squares for the 2D game board
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cells: Vec<Square>,
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width: usize,
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height: usize,
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@ -96,10 +121,18 @@ pub struct Board {
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}
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impl Board {
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/// Get a mutable reference to a board square by 1D array index
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pub fn cell_mut(&mut self, idx: usize) -> &mut Square {
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&mut self.cells[idx]
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}
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/// Get the 1D array indices for the diagonally adjacent squares of a given board square
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///
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/// # Returns
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/// [`None`]: If the given square is unplayable
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///
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/// Some(Vec<usize>): A variable length vector of 1D indices for diagonally adjacent squares.
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/// Vector may be between 1 and 4 items long depending on the location of the given square
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pub fn diagonal_indices(&self, idx: BrdIdx) -> Option<Vec<usize>> {
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if self.cell_state(self.cell_idx(idx)) == SquareState::Unplayable {
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return None;
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@ -109,21 +142,18 @@ impl Board {
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let width_idx = self.width - 1;
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let mut cells = Vec::with_capacity(4);
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let mut dir = Direction::empty();
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if idx.row > 0 {
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if idx.col > 0 {
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cells.push(
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self.cell_index(idx.row - 1, idx.col - 1)
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);
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dir.nw = Option::Some(self.cell(self.cell_index(idx.row - 1, idx.col - 1)));
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}
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if idx.col < width_idx {
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cells.push(
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self.cell_index(idx.row - 1, idx.col + 1)
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);
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dir.ne = Option::Some(self.cell(self.cell_index(idx.row - 1, idx.col + 1)));
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}
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}
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@ -132,22 +162,61 @@ impl Board {
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cells.push(
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self.cell_index(idx.row + 1, idx.col - 1)
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);
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dir.sw = Option::Some(self.cell(self.cell_index(idx.row + 1, idx.col - 1)));
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}
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if idx.col < width_idx {
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cells.push(
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self.cell_index(idx.row + 1, idx.col + 1)
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);
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dir.se = Option::Some(self.cell(self.cell_index(idx.row + 1, idx.col + 1)));
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}
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}
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cells.shrink_to_fit();
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Some(cells)
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// Some(dir)
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}
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/// Get a [`Direction`] structure for the diagonally adjacent squares of a given board square
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///
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/// Similar to the [`Board::diagonal_indices`] function with differently formatted results
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///
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/// # Returns
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/// [`None`]: If the given square is unplayable
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///
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/// Some(Direction<Square>): A [`Direction`] structure for the diagonally adjacent squares.
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pub fn adjacent_dir(&self, idx: BrdIdx) -> Option<Direction<Square>> {
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if self.cell_state(self.cell_idx(idx)) == SquareState::Unplayable {
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return None;
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}
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let height_idx = self.height - 1;
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let width_idx = self.width - 1;
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let mut dir = Direction::empty();
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if idx.row > 0 {
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if idx.col > 0 {
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dir.nw = Option::Some(self.cell(self.cell_index(idx.row - 1, idx.col - 1)));
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}
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if idx.col < width_idx {
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dir.ne = Option::Some(self.cell(self.cell_index(idx.row - 1, idx.col + 1)));
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}
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}
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if idx.row < height_idx {
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if idx.col > 0 {
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dir.sw = Option::Some(self.cell(self.cell_index(idx.row + 1, idx.col - 1)));
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}
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if idx.col < width_idx {
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dir.se = Option::Some(self.cell(self.cell_index(idx.row + 1, idx.col + 1)));
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}
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}
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Some(dir)
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}
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/// Filter an array of diagonal indices (Like those from [`Board::diagonal_indices`], [`Board::jumpable_indices`]) for those that are legal for a team's man, i.e. solely up or down the board
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pub fn filter_indices(&self, idx: BrdIdx, player: Team, indices: Vec<usize>) -> Vec<usize> {
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indices.into_iter().filter(|i| {
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match player {
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@ -164,6 +233,13 @@ impl Board {
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}
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}
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/// Get the 1D array indices for the diagonally jumpable squares of a given board square
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///
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/// # Returns
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/// [`None`]: If the given square is unplayable
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///
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/// Some(Vec<usize>): A variable length vector of 1D indices for diagonally jumpable squares.
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/// Vector may be between 1 and 4 items long depending on the location of the given square
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pub fn jumpable_indices(&self, idx: BrdIdx) -> Option<Vec<usize>> {
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if self.cell_state(self.cell_idx(idx)) == SquareState::Unplayable {
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return None;
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@ -206,6 +282,47 @@ impl Board {
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Some(cells)
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}
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/// Get a [`Direction`] structure for the diagonally jumpable squares of a given board square
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///
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/// Similar to the [`Board::jumpable_indices`] function with differently formatted results
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///
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/// # Returns
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/// [`None`]: If the given square is unplayable
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///
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/// Some(Direction<Square>): A [`Direction`] structure for the diagonally jumpable squares.
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pub fn jumpable_dir(&self, idx: BrdIdx) -> Option<Direction<Square>> {
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if self.cell_state(self.cell_idx(idx)) == SquareState::Unplayable {
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return None;
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}
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let height_idx = self.height - 1;
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let width_idx = self.width - 1;
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let mut dir = Direction::empty();
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if idx.row > 1 {
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if idx.col > 1 {
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dir.nw = Option::Some(self.cell(self.cell_index(idx.row - 2, idx.col - 2)));
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}
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if idx.col < width_idx - 1 {
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dir.ne = Option::Some(self.cell(self.cell_index(idx.row - 2, idx.col + 2)));
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}
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}
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if idx.row < height_idx - 1 {
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if idx.col > 1 {
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dir.sw = Option::Some(self.cell(self.cell_index(idx.row + 2, idx.col - 2)));
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}
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if idx.col < width_idx - 1 {
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dir.se = Option::Some(self.cell(self.cell_index(idx.row + 2, idx.col + 2)));
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}
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}
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Some(dir)
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}
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pub fn player_jumpable_indices(&self, idx: BrdIdx, player: Team) -> Option<Vec<usize>> {
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match self.jumpable_indices(idx) {
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Some(x) => Some(self.filter_indices(idx, player, x)),
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@ -216,32 +333,98 @@ impl Board {
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#[wasm_bindgen]
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impl Board {
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/// Get a copy of a board square by 1D array index
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pub fn cell(&self, idx: usize) -> Square {
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self.cells[idx]
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}
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/// Get a copy of a board square by 2D [`BrdIdx`] index
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pub fn grid_cell(&self, idx: BrdIdx) -> Square {
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self.cell(self.cell_idx(idx))
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}
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/// Transform a 2D row/column board index into a single 1D index for use with [`Board::cells`]
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pub fn cell_index(&self, row: usize, col: usize) -> usize {
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(row * self.width) + col
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}
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/// Similar to [`Board::cell_index`] but with a [`BrdIdx`] instead of separate indices. Transform a 2D row/column board index into a single 1D index for use with [`Board::cells`]
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pub fn cell_idx(&self, idx: BrdIdx) -> usize {
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self.cell_index(idx.row, idx.col)
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}
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/// Transform a 1D array index (for [`Board::cells`]) into a 2D game board index (by row/col)
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pub fn board_index(&self, idx: usize) -> BrdIdx {
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let row = idx / self.width;
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let col = idx - (row * self.width);
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BrdIdx::from(row, col)
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}
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// pub fn can_move(&self, from: BrdIdx, to: BrdIdx) -> bool {
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// let diagonals = self.diagonal_indices(from);
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// }
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pub fn can_move(&self, from: BrdIdx, to: BrdIdx) -> Moveable {
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if from.row > self.height - 1 || from.col > self.width - 1 {
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return Moveable::OutOfBounds;
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}
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let from_square = self.cell(self.cell_idx(from));
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match from_square.state {
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Empty => return Moveable::UnoccupiedSrc,
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Unplayable => return Moveable::Unplayable,
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Occupied => {
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// if its not the current teams piece then error
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match from_square.occupant {
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None => panic!("Square is apparently occupied, but no occupant was found from: {}, to: {}, square: {:?}", from, to, from_square),
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Some(x) => {
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// piece in the source square is not for the current turn's player
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if x.team != self.current_turn {
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return Moveable::WrongTeamSrc;
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}
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// TODO: refactor to a IsMove()/IsJump() to check whether the move has a legal trajectory
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match x.strength {
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Man => {
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match self.current_turn {
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Black => {
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},
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White => {
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},
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};
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},
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King => {
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match self.current_turn {
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Black => {
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},
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White => {
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},
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};
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},
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};
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// let diagonal = self.adjacent_dir(from);
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// let allowable_squares = Vec::with_capacity(4);
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let jumpable = self.jumpable_dir(from);
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}
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}
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},
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}
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// let is_adjacent = match self.current_turn {
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// Team::Black => diagonal.nw,
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// Team::White => {},
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// }
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Moveable::Allowed
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}
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/// Iniitalise a game board without game pieces
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pub fn new(width: usize, height: usize) -> Board {
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let total_cells = width * height;
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@ -270,6 +453,7 @@ impl Board {
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}
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}
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/// Reset the given board to a starting layout with 3 rows of opposing pieces
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pub fn init_game(board: Board) -> Board {
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let mut new_board = board.clone();
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for (idx, row) in RowSquareIterator::new(&board).enumerate() {
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@ -302,18 +486,22 @@ impl Board {
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new_board
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}
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/// Get the [`Board::current_turn`] parameter
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pub fn current_turn(&self) -> Team {
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self.current_turn
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}
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/// Get a pointer to the backing array of board squares, [`Board::cells`]
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pub fn cells(&self) -> *const Square {
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self.cells.as_ptr()
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}
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/// Get the number of board squares
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pub fn num_cells(&self) -> usize {
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self.cells.len()
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}
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/// Get the state of a board square by 1D array index
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pub fn cell_state(&self, idx: usize) -> SquareState {
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self.cell(idx).state
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}
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@ -524,11 +712,11 @@ mod tests {
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assert_eq!(Some(vec![42]), board.jumpable_indices(BrdIdx::from(7, 0)));
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}
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#[wasm_bindgen_test]
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fn init_game() {
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let board = Board::init_game(Board::new(8, 8));
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log!("{}", board);
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}
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// #[wasm_bindgen_test]
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// fn init_game() {
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// let board = Board::init_game(Board::new(8, 8));
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// log!("{}", board);
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// }
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#[wasm_bindgen_test]
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fn black_diagonal_indices() {
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@ -4,6 +4,7 @@ use indextree::Arena;
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extern crate wasm_bindgen;
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use wasm_bindgen::prelude::*;
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/// Root-level structure for managing the game as a collection of board states
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#[wasm_bindgen]
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pub struct Game {
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current: Board,
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//! Draught
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//!
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//! An implementation of checkers/draughts in Rust WebAssembly with a minimax AI player
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pub mod board;
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pub mod utils;
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pub mod game;
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@ -5,12 +9,16 @@ pub mod game;
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extern crate wasm_bindgen;
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use wasm_bindgen::prelude::*;
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pub use board::Board;
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pub use game::Game;
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// When the `wee_alloc` feature is enabled, use `wee_alloc` as the global
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// allocator.
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// #[cfg(feature = "wee_alloc")]
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// #[global_allocator]
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// static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT;
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/// Wrap the [`web_sys`] access to the browser console in a macro for easy logging
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#[macro_export]
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macro_rules! log {
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( $( $t:tt )* ) => {
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